Street Fighter V/Gill
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|NOTABLE MOVE CLASSES|
|Overheads:||f+HP||Hard Knockdowns:||f+HP (Retribution), cr.HK (Retribution)|
|Low Attacks:||cr.LK, cr.MK, cr.HK,||Crush Counters:||none|
The emperor of the Illuminati, Gill appears! Now that his plans are starting to unfold, he's finally revealing himself to the world.
Why Pick Gill?
Being the emperor of the Illuminati, Gill doesn't mess around. Like Urien, he's got a bit of everything. His moveset is littered with with tools that give him plenty of good pokes, bnb combos, and generally good spacing at midrange thanks to his long limbs and fireballs. Now, being a master of his technique and the emperor of the secret society, Gill hits HARD. Gill has a unique mechanic in the form of Retribution at the cost of have absolutely no crush counters. By setting an opponent on fire or freezing them, and then hitting them with an attack of the opposite element, Gill is able to extend his combos exponentially, dealing big damage, stun, and corner carry. Although many of his buttons can be considered inferior to Urien's, thanks to Retribution, two incredible V-Triggers, and a 2 frame parry, Gill offers a lot on both offense and defense. If you like having a devastating punish game with long and lengthy combos that require good reactions to fully master along with a complete kit of tools to ensure you can find your way around, then Gill might be the character for you.
Players To Watch
For list of all changes, see Change/Patch List
Added as part of Season 4 DLC (December 2019)
Season 3 (Arcade Edition)
V-System (V-Trigger / V-Skill / V-Reversal)
Discussions regarding Gill
Gill Discord Link
Capcom Fighter's Character Introduction Series
Other Useful Guides
Gill has a unique mechanic known as Retribution in exchange for having no crush counters. If Gill puts the opponent in a freezing or burning state and then hits them with a move utilizing the opposite element (ice move while burning, fire move while freezing), then his combo ability goes up exponentially.
Moves that can put the opponent in a burning or freezing state are as follows:
- EX Pyrokinesis
- EX Pyro Cyber Lariat
- Pyrokinesis (VT1)
- Pyro Cyber Lariat (VT1)
- Meteor Strike (VT1)
- Burn Storm (VT1)
- Flame Javelin (VT1)
- Volcanic Storm (VT1)
- EX Cryokinesis
- EX Cryo Cyber Lariat
- Cyrokinesis (VT2)
- Cryo Cyber Lariat (VT2)
- Hail Sting (VT2)
- Tree of Frost (VT2)
- Delay Freeze Lance (VT2)
Gill can use a variety of other moves to hit the opponent out of whatever state they're currently in to get Retribution. On top of the above mentioned moves, Gill can use the following:
- Any Pyrokinesis or Pyro Cyber Lariat
- Any Cryokinesis or Cryo Cyber Lariat
A 17 frame strike. Both his V-Triggers are 2 bars, so it's good to use to get out of pressure.
V Skill 1
Gill's V-Skill 1 is a meteor that changes depending on your chosen V-Trigger. In VT1, it's Meteor Strike, and in VT2, it's Hail Sting. It's a simple meteor that Gill commands to fall on the opponent. It can be slightly guided, holding back makes it fall near Gill, and holding forward makes it fall near the edge of the screen. It has 44 frames of startup, which is quite slow, but has very little recovery, meaning you can use it to approach if done successfully. Unlike some other similar moves, the meteor doesn't have much hitstun, so getting a good combo off of it can be difficult and precise. In VT1, it becomes a bit stronger and puts the opponent in a burning state. It can be quite strong in VT1, as you can have the meteor, a fireball, and a Flame Javelin all on screen at the same time, building up good chip damage and overwhelming the opponent. In VT2, it puts the opponent in a freezing state.
V Skill 2
Gill's V-Skill 2 is Blocking. It's a 2 frame parry, the fastest meterless parry in the game. If you successfully parry anything, you can get a very damaging punish. You can cancel the recovery frames into a grab if you don't think you can get a huge punish or if you want a simple side switch. The downside to having the fastest parry in the game is the fact that you must guess between high and low moves. You have to use a standing parry for high and mid attacks, but a crouching parry for low attacks. If you guess wrong, then your opponent gets a counter hit punish.
V Trigger 1
Gill's VT1 is Primordial Flame. It enhances his Pyrokinesis, Pyro Lariat, and VS1, as well as giving him access to 3 new specials. Using a fireball or fire lariat while in VT1 uses about 1/10 of your gauge. Using any special uses about a 1/3. The first new special is Burn Storm, a giant flame pillar that goes above Gill's head. It's useful in close ranged combos and can be used as a preemptive anti air, it becomes much more threatening if the opponent is in a freezing state. Flame Javelin is a fast moving flame pillar. It can be slightly guided, making it great at long range and in fireball wars. Volcanic Storm is essentially both of these combined, with the start being a slow flame pillar above his head and ending with a flame pillar shooting towards the ground. The fast and varied specials add a lot of variety in how you cover your opponent's approach options. The enhanced fireballs make it very easy to put your opponent in a burning state, making Retribution easier to come by compared to VT2.
V Trigger 2
Gill's VT2 is Ice of Doom. It enhances his Cryokinesis, Cryo Cyber Lariat, and VS1, as well as giving him access to 2 new specials. Using an ice fireball or ice lariat while in VT2 uses about 1/10 of your gauge, while using any special uses about 1/3. Tree of Frost is the first new special. It's a 22 frame full screen ice strike that nullifies most projectiles. It causes a hard knockdown if the opponent is in a burning state beforehand, which compliments his other special very well. Delay Freeze Lance is a setup move. It has 3 distances, close, midrange, and far. When placed down, it stays there until the opponent comes within range of it or wakes up on it. The opponent must then block the attack to avoid getting hit, but Gill can still pressure them with a high/low mixup or a knee drop crossup. If it connects, the opponent is frozen in place, leading to Gill getting whatever combo he so pleases. VT1 is generally more consistent and versatile, put VT2 is more of a volatile comeback tool, letting Gill essentially get almost touch of stun/death combos with it.